AddCSLuaFile( "cl_init.lua" )
AddCSLuaFile( "shared.lua" )
include('shared.lua')

function ENT:Initialize()
	self.Entity:SetModel( "models//Weapons//w_bugbait.mdl" )
	self.BaseClass.Initialize(self)
	local netcolorvector = Vector(self.Entity.Color.r, self.Entity.Color.g, self.Entity.Color.b)
	self.Entity:SetNetworkedVector("color", netcolorvector)
	self.Entity:SetNetworkedString("damagetype", self.Entity.DamageType)
end

function ENT:DrawImpact(entity, normal)
	
	if (self.RenderMode == "pulse") then
		CDEffect_impact_nonsolid(self.Entity:GetPos(), self.Entity.Color, 200, 1, 0, normal, entity)
	else
		CDEffect_impact_nonsolid(self.Entity:GetPos(), self.Entity.Color, 200, 1, 1.5, normal, entity)
	end
	CDEffect_impact_concussion(self.Entity:GetPos(), self.Entity.Color, 100, 0.25, entity)
--[[ 	if self.Entity.DamageType == "normal" then
		CDEffect_sprite_pulse(self.Entity:GetPos(), self.Entity.Color, 200, 1, 6, entity)
		CDEffect_sprite_pulse(self.Entity:GetPos(), self.Entity.Color, 200, 1, 4, entity)
	elseif self.Entity.DamageType == "destructive" then
		CDEffect_sprite_pulse(self.Entity:GetPos(), self.Entity.Color, 200, 1, 2, entity)
		CDEffect_sprite_pulse(self.Entity:GetPos(), self.Entity.Color, 200, 1, 3, entity)
		CDEffect_sprite_pulse(self.Entity:GetPos(), self.Entity.Color, 200, 1, 4, entity)
	elseif self.Entity.DamageType == "anti-shield" then
		CDEffect_sprite_pulse(self.Entity:GetPos(), self.Entity.Color, 200, 1, 6, entity)
		CDEffect_sprite_pulse(self.Entity:GetPos(), self.Entity.Color, 100, 1, 7, entity)
		CDEffect_sprite_pulse(self.Entity:GetPos(), self.Entity.Color, 200, 1, 4, entity)
	end ]]
end

